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Johnson

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  1. Like
    Johnson got a reaction from RiverWolf in AWE POLL: Arma DLC Ownership   
    14 people (so far) with GM :))))))))))))

    The Cold War is feeling pretty hot rn tbh
  2. Like
    Johnson got a reaction from FrOzT in Operation Chingados (Chapter Three)   
    Big thanks to everyone for coming to that mission, hope everyone enjoyed it!
  3. Thanks
    Johnson got a reaction from applechaser in Operation Chingados (Chapter Three)   
    Big thanks to everyone for coming to that mission, hope everyone enjoyed it!
  4. Like
    Johnson got a reaction from Jenkins in Operation Chingados (Chapter Three)   
    PRE-BRIEFING (2)
    With supplies dwindling and the enemy closing in, the OCA prepare conduct a risky and morally questionable plan in order to better their chances of surviving chaos on the island...
     

  5. Like
    Johnson got a reaction from FrOzT in Operation Chingados (Chapter Three)   
    PRE-BRIEFING (2)
    With supplies dwindling and the enemy closing in, the OCA prepare conduct a risky and morally questionable plan in order to better their chances of surviving chaos on the island...
     

  6. Like
    Johnson got a reaction from MidnightRunner in Operation Chingados (Chapter Three)   
    PRE-BRIEFING (2)
    With supplies dwindling and the enemy closing in, the OCA prepare conduct a risky and morally questionable plan in order to better their chances of surviving chaos on the island...
     

  7. Like
    Johnson got a reaction from Minipily in Operation Chingados (Chapter Three)   
    PRE-BRIEFING (2)
    With supplies dwindling and the enemy closing in, the OCA prepare conduct a risky and morally questionable plan in order to better their chances of surviving chaos on the island...
     

  8. Like
    Johnson got a reaction from Minipily in Operation Chingados (Chapter Three)   
    PRE-BRIEFING
    A few days after Federales forces turned hostile towards the OCA, survivors led by Agent Chris and his new right-hand-man Agent Kyle attempt to reorganize and counterattack local combatants in order to acquire breathing room and gain intel on the island's deteriorating situation...
     

  9. Like
    Johnson got a reaction from SkullCollector in Operation Chingados (Chapter Three)   
    PRE-BRIEFING
    A few days after Federales forces turned hostile towards the OCA, survivors led by Agent Chris and his new right-hand-man Agent Kyle attempt to reorganize and counterattack local combatants in order to acquire breathing room and gain intel on the island's deteriorating situation...
     

  10. Like
    Johnson reacted to JaSmAn in Operation Chingados (Chapter Three)   
    Gutted that I will miss the first installment but I will be there for the next ones! Save me a chair in the torture chamber boys!
  11. Like
    Johnson reacted to Jenkins in Operation Chingados (Chapter Three)   
    Been looking forward to the next chapter of this campaign!
     
    Can't wait to end up on LiveLeak like Steve...
     

  12. Like
    Johnson got a reaction from D_ARK0 in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  13. Like
    Johnson got a reaction from Bomer in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  14. Like
    Johnson got a reaction from applechaser in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  15. Like
    Johnson got a reaction from Miksi in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  16. Like
    Johnson got a reaction from Jenkins in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  17. Like
    Johnson reacted to Noah_Hero in Campaign Eight [Al-Rayak] - Operation Unrelenting Resolve   
    First of all: NO ONE is required to read any of this. You can perfectly fine join the missions without ever opening this whole sub-forum!🙂👍
     
    Now that this is out of the way: Though, if you are interested in the lore of the campaign or if you are planning on SLing in the missions and want to give yourself an edge by knowing things like:
    Lore information📖 Information about the enemy (equipment, capabilities, how will he react to what, etc.)🔫 Standard procedures (e.g. ROE, Actions on Halts, Lost Marine Plan, etc.)📑 The Comms Plan, etc.📻 Maps of the country🗺️ etc.🧐👾🤠👻🐢 (you can also open this on your PC at work and it will look like you're reading something very important while you can actually just have a break😴👨‍💻) (It also looks nice🤩) Then the documents in here will be worth to read for you, as they contain all of the above and more!🔖
    (I switched to uploading PDFs now because 1.) the pre-typing and formatting it in Word and then copy&pasting it into the forums was more than clunky already and 2.) I switched everything from Word to Latex anyways because Word is just...Word... Meaning I cannot really copy&paste anymore as that is not working in a good looking way from PDFs which are directly generated by Latex.)
     
     
    Now to start things off, I give you the Base Order:
    Base_Order_Unrelenting_Resolve.pdf
     
    The Base Order features everything in detail and will, as the name suggests, be the Base to reference for the Orders of the individual missions.
    Because whenever a new mission is annouced I will be posting a complemantary Fragmentary Order that will be based on, guess what, this Base Order.🙌 These Frag-Os will display all the changes from the Base Order (and therefore will be a lot shorter as the standard procedures, etc. rarely change) and already contain a full plan for the mission. So it is certainly worth a read if you want to know what we'll be up against and which squad will do what, etc.😉 Also, you will be perfectly capable of understanding the plan, etc. for a respective mission by only reading the Frag-O and never having read the Base Order...you'll just not know the unchanged standard procedures, etc. but for that you can perfectly fine just rely on your superior telling you what do to🤷‍♂️
     
     
    And as the first mission is starting soon (16.01.2021) already, here you also have the Frag-O (already featuring a plan, etc. as promised😌) for it:
    FRAG-O_16012021.pdf
     
     
    Also here you can always find the current modset for the current MSO:
     
     
    See you out in the field!💪
  18. Like
    Johnson reacted to Jenkins in Op. Breakthrough 2\1\21 @ 19:00 UTC   
    Got my emergency rations ready.
     

  19. Like
    Johnson reacted to Ryko in I&A 4 Beta Test Feedback   
    Thank you all for providing your feedback.  I appreciate that you took the time and effort.
     
     
    This is something we're consistently talking about: what are the desires of the average Ahoyworld Arma player, and is the mission a fun place for them to spend their time.
     
    That said, trying to define the "average" player is an exercise in futility.  Generally, you have players that gravitate to the "milsim" style, where things are regimented and meticulous with a chain of command; on the other side, you have extremely casual players who want the exact opposite of this.  Trying to find a balance is particularly difficult.
     
    I contend that you have to have some practical limits to what players can and cannot do for a very important reason; mission balance.  If you have a squad full of players armed with Titan launchers, machine guns and classed as medics and engineers, they can pretty much wipe out an entire AO from a hillside by themselves, and other players will complain that they just spend 30 minutes getting to the AO only to have it finish.  Over and over again.
     
    Further, if a player can take any vehicle, then you run into situations where seven tanks are dismantling the AO.  And again, other players complain that these players are ruining the game.
     
    It certainly isn't my intention to prevent players from playing with their friends, and I will gladly concede that the IA4 dynamic groups system, especially concerning custom groups, isn't currently friendly when it comes to making that happen.  It's one of the last things that needs to be refined and improved before launch - but it's also one of the things that has the most bugs, and those need to be fixed first.
     
    This is a server difficulty setting that we can look at changing; right now, the setting is that the markers appear when the player's GUI is refreshed (for example, going to the map and then exiting it and then they fade over some seconds.  We could set it so that the task markers are constantly on the screen, but you will potentially have up to 7 task markers on the screen (primary and sub objectives - all clustered together, secondary mission, personal waypoint).
     
    Feedback from previous beta tests is that this is overwhelming and that the fade model is preferred.  If a majority of players tell me that this is no longer the case, I'm certainly open to changing it.  The workaround for you would be to double-tap J, which will bring up tasks and send them away again, which will show your task markers in the game world.
     
     
    You're all completely correct in what you've mentioned.  The challenge is to make a system which balances the usefulness of the asset and makes it fair for all players to have access to.
     
    I think we can (as a baseline) agree that there is a distinction between pilots and non-pilots.  IA4 tries to make a further distinction by segregating heavy armor out from all other vehicles, purely because the vehicles have the capacity to completely wreck an AO, similarly to how a CAS airframe can do.
     
    As another baseline I've put a hard limit on four heavy armored vehicles (ie., Marshall, Slammer) that can be used by the two dedicated armor groups.  If you don't think 4 of these vehicles is enough to tackle an AO then that's another conversation.  Early testing didn't have these limits and we say cases of 6+ heavy vics going into an AO and wiping it clean within 2-3 minutes.  So if we can start by agreeing that this isn't desirable behaviour, then we have to work backwards from that and decide how to regulate those vehicles.
     
    What you're asking me to do in looking for a solo-vehicle scenario is create a situation where you can have groups you can exclude players from.  For jets and helis this isn't a problem because they are functionally solo vehicles.  But for tanks, which can (and probably should) accommodate up to 3 players, it seems you want a system where you can have a small group of players who are your friends, but also lock out players who are not your friends.  This is tricky because if you by definition want a casual play system, you can't then start creating barriers for these same casual players from playing.
     
    This is made further complicated by situations where a player solo's a Slammer, gets it killed within 5 minutes, and is then chastised by the server for taking it out alone.
     
    I welcome suggestions on what the perfect solution is on this front, because I hope you can see there are a number of issues at play here, and I haven't yet found a balanced solution which accommodates them all (at least, in the Gambler/Hitman context).  I could allow for something like the Armor Commander can lock the squad and prevent other players from joining (or allow the AC to invite other players specifically) but then we run into other issues as I've enumerated.
     
    I've also heard it from players that they enjoy having goals to accumulate points towards, but I don't think there's a clear majority on this issue.  I could easily be persuaded that the default setting for EU1 is that all weapons and gear are essentially pre-purchased and available in the arsenal, but I think that touches on another discussion point - whether people are chafing at role-related restrictions ("why can't I have a machine gun as a medic").
     
     
    IA4 is trying to be a lot of different things, and I think what we're trying to aim for is what the "general/casual" settings will be - this is an extremely important discussion and I welcome it
     
     
    It's an interesting idea Pukamafin, but as you say there's going to be an issue if, say, we make the "Fine" 500 points and your infantry player comes into the role with 4,500 points.  If they accumulate points while flying, it could be over a dozen choppers have to get destroyed before they're forced to leave the role, and in an IA3 environment one of the things the mods love doing is having to tell inexperienced/bad pilots to leave the role.  This system automates that process.  I recognize that it is at times vastly unfair (arma physics, Tigris spawned underneath you, etc) but remember that the system is at its heart designed to accommodate the fact that the pilot role is one of the most popular, and we're trying to let every player have a fair shot at the role.  Plus, it's only a 30 minute timeout.
  20. Like
    Johnson reacted to kennychr in Op. Breakthrough 2\1\21 @ 19:00 UTC   
    Mission Name:
    Operation Breakthrough.
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2402
     
    Mods Required:
     
    nepV3.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 
    Chaos(command): 2
    Hitman 1-1: 10
    Hitman 1-2: 10
    Shindig: 1
    Wolverine: 3
     
    Total slots: 26
     
    Situation
    USMC forces are gearing up to take the last stronghold of the insurgent forces in Takistan. Aided by a detachment from the engineer corps from the army, they are to do a final push in their AO to seize the last strongholds of the insurgents.
     
     
    Assets:
    4x M1240
    1xM1152 SICPS
    1xUH-1Y
    1xM1132
     
     
     
    Friendly Forces:
    USMC and Army
     
    Enemy Forces:
    Takistan Insurgents
     
    Neutral Forces:
    None
     
     
     
    Mission
    This is a last push to clear out any insurgents still left in our AO. We have engineer support from the Army to help with any IEDs and mines.
    Its gonne be a straight up assault on enemies strongholds.
     
     
    Execution
    Objectives:
    1. Clear the road through the waypoints given by command. 
    2. Attack and clear out HUZRUTIMAM
    3. Attack and clear out the Airfield 
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Any person holding a gun is deemed a combatant and should be neutralized.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    Ammocrates with ammo and supplies.
     
    Reinforcements:
    Respawn available. Ferried in by Shindig.
     
     
     
    Command & Control
     
    Command:
     
    Operational control on the ground lies with the platoon commander.
     
    Communication:
    TBD
  21. Thanks
    Johnson reacted to MidnightRunner in Operation Bugout 27/12/2020 @ 19:00 UTC   
    This topic has been locked by staff as we believe the conversation was not moving in a productive direction.
    The Staff team team have taken action in relation to events during the mission in line with the rules of Ahoyworld and AWE.
    We would like to remind all our members that AhoyWorld is a welcoming community that respects its members and visitors. We expect everyone to maintain this environment and will take action against those who jeopardise that community spirit.
     
    With that in mind I would like to see future feedback presented in relation to the mission/plan/leadership decisions and other relative topics.
    Personal issues should be raised separately to staff if necessary.
  22. Like
    Johnson reacted to kennychr in Op. Kaamos 26\12\20 @ 19:00 UTC   
    Mission Name:
    Operation Kaamos
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2402
     
    Mods Required:
     
    neptuneV2.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 
    21 Police and EMS slots including police command.
    [REDACTED]
     
    Total slots: 27
     
    Situation
    The police force has just had its shift change on the island of Suursaari. The island is currently hosting a festival to the south. Take missions as they come trickling in.
    There is also[REDACTED]
     
     
    Assets:
    Various police vehicles.
     
     
     
    Friendly Forces:
     
     
    Enemy Forces:
    None
     
    Neutral Forces:
    None
     
     
     
    Mission
    At police commands discretion as the situation develops.
     
     
    Execution
    Objectives:
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Only fire if fired upon. Use lethal force only if required.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
     
     
    Reinforcements:
    None in the start, limited after progression of mission.
     
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the police commander.
     
    Communication:
     
     
  23. Like
    Johnson reacted to Lindi in Operation Sidestep 18/12/2020 @ 19:00 UTC   
    I'll just run around the map shouting "Nakkikattila"!
  24. Like
    Johnson got a reaction from Lindi in Operation Sidestep 18/12/2020 @ 19:00 UTC   
    Word has it we're getting some locals to help us out @Miksi @Lindi ... 
     
     
  25. Like
    Johnson got a reaction from Miksi in Operation Sidestep 18/12/2020 @ 19:00 UTC   
    Word has it we're getting some locals to help us out @Miksi @Lindi ... 
     
     
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